GAMEPLAY (CORE / MAPS / GAME MODES):-increased global command post neutralize and capture time-fixed each side variation's min/max per-class unit count so the sum of them equals the variation's max unit count-added AI heroes to Geth and Alliance for all offline Conquest matches-in PRO, adjusted lighting to be more realistic towards ME1-seemingly fixed most offline and online crashing issues-added 1.5 second delay to 'victory/defeat' event for victory-by-elimination in Conquest matches-increased 'victory/defeat' event timer to 40 seconds for victory-by-conquest in Conquest matches-in VRM, added ground-level trenches that connect CP2 to CP1, CP3 to CP1, and CP4 to CP5-in pol1, moved CP2 spawn path nodes to where the CP actually is instead of in the nearby hangar-added boundaries to PRO and VRM-lowered map ceiling in PRO-removed turrets in hot1 1flag

Downloaded this yesterday and played around a bit.It's a huge improvement over the first release, both visually and game play wise. The new weapon models are beautiful, and the additions of new firing sounds/voice lines is really a great touch.I guess my only complaint would be the lack of class choices for the collectors, while I appreciate the removal of husks, it would be cool to see abominations as an option! Anyways, good work guys, and keep up the great work.

We will eventually add more Collector classes. And we removed the husk and abomination because they didn't play well. If we gave them too much health, they didn't feel like they should, give them too little and they're impossible to play as. BioWare never intended the Husks to even be considered anything remotely close to a playable class.

A few more things I noticed playing around:1). The hurricane firing sound doesn't quite feel polished, but I think I remember you referencing this and saying it'd be fixed eventually elsewhere...2). I really liked the new skins for the alliance, they just felt so much better than the first release, I loved them.3). Some classes feel like they have too many secondaries, or too many overlapping secondaries. It's kind of a pain to cycle through 3-4 things just to get back to Warp. I understand you're trying to remain true to the source material, but I think removing a few of the secondary abilities and making them more unique to each class would add a lot in terms of game play. Note: this is an opinion.4). Is there any reason Endor isn't playable?

overall I started to play then died quickly *cracks knuckles and rolls back sleeves* then I got into it and looked at a couple things.

pros: great skins, great new anims, awesome effects and way too much goodness to explain within 60000 characters.

cons:

3). Some classes feel like they have too many secondaries, or too many overlapping secondaries. It's kind of a pain to cycle through 3-4 things just to get back to Warp. I understand you're trying to remain true to the source material, but I think removing a few of the secondary abilities and making them more unique to each class would add a lot in terms of game play. Note: this is an opinion.

I agree ^ too many secondary weapons.

there are no scream rocket huds.ME5 test map crashes on both modes. (this might be just me)new maps would be nice too (I could help 'cause I really can't do anything but maps )suggestion: maybe a soft light coming from geth's eyes (eye) would be cool so I could target it and see their head better.

Dreadnot9 wrote:A few more things I noticed playing around:1). The hurricane firing sound doesn't quite feel polished, but I think I remember you referencing this and saying it'd be fixed eventually elsewhere...2). I really liked the new skins for the alliance, they just felt so much better than the first release, I loved them.3). Some classes feel like they have too many secondaries, or too many overlapping secondaries. It's kind of a pain to cycle through 3-4 things just to get back to Warp. I understand you're trying to remain true to the source material, but I think removing a few of the secondary abilities and making them more unique to each class would add a lot in terms of game play. Note: this is an opinion.4). Is there any reason Endor isn't playable?

- Yeah, it's a weird issue. We'll have to redo it.- Glad you liked them, I made them.- For balance reasons that's not going to change unfortunately. They need their powers to be competitive. It take some getting used to, flipping between them, but you get the hang of it eventually.- Marth doesn't like Endor. :p

Hidden/Spoiler:

JimmyAngler wrote:overall I started to play then died quickly *cracks knuckles and rolls back sleeves* then I got into it and looked at a couple things.

pros: great skins, great new anims, awesome effects and way too much goodness to explain within 60000 characters.

cons:

3). Some classes feel like they have too many secondaries, or too many overlapping secondaries. It's kind of a pain to cycle through 3-4 things just to get back to Warp. I understand you're trying to remain true to the source material, but I think removing a few of the secondary abilities and making them more unique to each class would add a lot in terms of game play. Note: this is an opinion.

I agree ^ too many secondary weapons.

there are no scream rocket huds.ME5 test map crashes on both modes. (this might be just me)new maps would be nice too (I could help 'cause I really can't do anything but maps )suggestion: maybe a soft light coming from geth's eyes (eye) would be cool so I could target it and see their head better.

I'm glad you're enjoying it.

- Oh my goodness we forgot to remove the test map. - We're going to fix the maps we have before we move on to new maps, but they will be coming.- We can't really do anything about the geth's light any more than we have. It glows, but we can't attach a light to it. Engine limitation.- We'll probably get a hud icon for the rockets eventually.

Just gotta say, this is the best mod I have ever played. It is a true conversion. The player models are so beautiful that they look out of place in their environments. When the final version is done post it on reddit and you will get a lot of attention with the right title.

Excellent mod !!!I especially like the new skins, they really help to differenciate the different classes in battle (even if the colors made me think of the Teletubbies ).

The weapon models are very well done, the effects too, and it seems to me the mod is a little bit more stable (with R1, the effects disappeared quite fast).The gameplay also is very interesting, i got killed very fast at first, but then I learned how to use each class. With this mod, you have to think tactically, not just run, or shoot.

To sum it up, this mod is both awesome technically (I didn't know the BF2 engine could support such detail level), and gameplay-wise.

If I were to make criticisms, it would be that the "scion" enemy looks too much like a super battle droid, and gives too few points once its killed. Also, the Prothean Skyway map is just gorgeous, but its way too small, you could perhaps increase the size of the indoor/tunnel part, or add sniping spots in the buildings).

@MileHighGuy: Thank you so much for the compliments, though I don't think we deserve the title of the best mod for SWBF2. We're not just being modest here, we have a lot of work left to do before we might deserve that title.

@Pizza: I'm very glad you're enjoying it. To answer your criticisms; the Scion's model will get replaced as soon as we have the art assets. I don't think we can change the amount of points it gives when killed. We will be making Prothean Skyway longer to alleviate congestion. We'll look into the Gunships behaving weirdly but don't expect much to some of it for a long time. Trying to get AI to use vehicles correctly is a nightmare.

I just tested the Mod again and I like it Its well done sides makes me want to get them on my map Would it be possible for you to release a lvl and units name so we can load them in our maps? Or, even better, would you release the sources?